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433 comments found!
Try adding a couple of levels of subD to the object? Superfly uses vertex displacement and that object looks too low-res for that amount of detailed displacement.
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Thread: Poser 12 Bug Report: Diffuse Value not working | Forum: Poser 12
The version of Cycles in P11 is from 2014-2015. The version in P12 is current, so that's around 5 years worth of difference - so quite a lot of change under the hood. The development work is constant though, albeit with a smaller team than back then, so just keep reporting the bugs and issues ;)
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Thread: Collada or FBX export for Poser 11 does not export surfaces for Props | Forum: Poser - OFFICIAL
I just exported a multi-part Merlin prop set from Poser 12 via FBX and imported to Lightwave 2020. Also tried a figure - Mysthero's CBR1100X - and though it's not perfect (couple of minor textures, reflection maps, missed and the front fork on the cycle is in the wrong position as the figure is not zeroed) - UV's, textures and surfaces are working.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Adding a property to an existing model | Forum: Poser - OFFICIAL
There is a key icon next to the visible checkbox. Select it so it turns white, this means it can be animated. Create a new master parameter and teach the dial to set visibility on/off using keyed dependencies. Check the manual for the procedure, it's not too difficult. For even more convenience you could always create a custom palette and populate it with any dials you like.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: PhysicalSurface vs Cycles Principled BSDF | Forum: Poser 12
What ghostship2 said - to expand a bit, using those maps the setup should be very simple.
Physical root
Plug colour map to colour chip Plug roughness map to roughness chip, set chip value to 1 Plug metal map to metallic chip, set value to 1 Plug normal map to normal chip, set value to 1 (Ignore AO map)
Principled BSDF
Plug colour map to colour chip Plug metal map to metallic chip Plug roughness map to roughness chip Plug normal map to Cycles - Vector - NormalMap node, set strength 1 and space at tangent; then plug into normal chip (Ignore AO map)
Set specular to 0.5 (this means 4% base reflectance for non-metals).
That’s it. Gamma on the maps should be 1 for everything apart from the colour maps. Given the same light and render settings the results should be a pretty good match.
AFAIK AO maps are intended for realtime engines that don't calculate occlusion. They could be useful for adding extra dirt effects, but aren't necessary in Superfly.
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Thread: Poser 12 Renders | Forum: Poser 12
Awesome renders!
Here's one of SamTherapy's freebie Daleks wot I revisited in P12 ...
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Thread: Principled BSDF - some examples | Forum: Poser 12
Quick example of setting up a texture set exported from Substance Painter. When the maps are plugged in they override the settings on the chips, which disappear. Make sure normal maps are in 8 bit not 16 bit format. These should be run through a Cycles - Vector - NormalMap node, and the Space set to tangent in order to work correctly.
This is the first HDR render I’ve done in years, so I won’t go into details as my understanding is woeful. The map is one that ships with SP, and I used transparent background in the render settings, then composited the grey background in Photoshop - and as I was there, ran a Curves adjustment and unsharp mask too.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
The shader for the leaves is a bit more complicated. I always try to break stuff down into pieces. The first bit is the maps - colour and roughness are simple. The height map is plugged into the height chip of a Cycles - Vector - Bump node, and I generally leave the strength at 1 and adjust the distance value. This node outputs a normal, and I plug this into any other Cycles node that has a normal chip unless I can see any reason not too ;)
I knew that I wanted translucency, but I also wanted to try to distinguish between the upper (very green, shinier, not translucent) and lower (rougher, more yellow, translucent) leaf surface. Now the geometry here is from Zbrush Fibremesh, which is a bit scrappy and all the leaf UV’s are stacked in 0-1, so I was trying to maximise variety in the render. After importing the maps I added the first Principled node and tweaked and test rendered til I was happy with that material; then disconnected that, added the second Principled node and made the second material; and finally added the Backfacing mask to mix the two. Lot of test renders - the rule, as bagginsbill pointed out years ago, is to change 1 variable then render.
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Thread: Principled BSDF - some examples | Forum: Poser 12
First the shader for the flowers. Pretty simple - one texture map for colour, one for roughness, both plugged into the node and the Specular set to 0.5 (which is the 4% average for base reflectance). The colour map is run through a Cycles BrightContrast node and that is used as the translucent colour, which is added to the output of the Principled node with an AddClosure node. (The only time I’ve ever used the AddClosure so far is when building translucent materials).
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Here’s a practical example of the Principled BSDF plus translucency on an older mesh of mine. First I’ll post the renders - the only difference between them is the position of the light. Scene details - single infinite light with 0.5 shadow blur radius, white, 100% intensity, default Ground with a grass texture tiled on the Ground zone and a panoramic sky in jpg format on the Background zone. Renders are jpg’s from Poser, no post processing.
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Thread: Principled BSDF - some examples | Forum: Poser 12
And lit from behind.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Again, lit from the front.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Now combining back-face masking with translucency added to the back-facing material only.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Lit from behind.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
Thread: Principled BSDF - some examples | Forum: Poser 12
Lit from the front.
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Not approved by Scarfolk Council. For more information please reread. Or visit my local shop.
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Thread: Poser 12 Displacement map issues? Help appreciated | Forum: Poser 12